SC

Stellar Crisis FAQ Version 2.8

(Revised 10-22-97; Added Getting Started section)

Index:

  1. General Information
  2. Getting Started
  3. The Login Menu
  4. The Stat Viewer
  5. The Info Menu
  6. The Tech Menu
  7. The Ships Menu
  8. The Fleets Menu
  9. The Build Menu
  10. The Systems Menu
  11. The Map
  12. The Diplomacy Menu
  13. How A Basic Update Operates
  14. Quick Start (for those who just want to start playing)
  15. The Truth Seeker's Strategy Guide
  16. The Dark Stalkers Guide to the New Galaxy.
  17. List Of Known Bugs
  18. Where to Get Information About the Game
  19. Special Thanks Go Out To....

General Information About The Game

to Stellar Crisis, the Web's first complete multi-player strategy game. Players from all over the world compete in real time to build empires, develop technologies and fight pitched battles in far away star systems.

It is free, absolutely and positively, as things should be on the Net. There is nothing to download. There are no prizes for winning. SC, which is a one-of-a-kind game, also comes with ABSOLUTELY NO WARRANTY, as all addictive games should be.

Before starting, be sure to continue reading the FAQ, from the Getting Started section to each of the menu items you will encounter. Always remember, the main thrust of the game is simple: He who owns the largest, single fleet probably will win (if all your ships are full strength). United, you will stand. Divided, you will need luck to survive.

Once you have learned a bit about the different ship types, and what is expected to win a game, you can head over to a server for a short, blitz game. These normally take one to three hours to complete. When a player notches a few wins they gain access to an expanded menu of games. These include long-term games where turns can take up to 24 hours.

This FAQ was written for version 2.8 (the most played version), which can be found on the following servers:


The original FAQ, which is quite outdated but of historical importance, is still available for reading at Jaro's Original FAQ The full source code for Stellar Crisis was made available to ANYONE, April 1995, by the original author, Sylvan Clebsch. Since then, David and Per Hedbor modified the code to version 2.8, which is downloadable from David Hedbor's Page.

Getting Started:

Important information to keep you from getting nuked

I wasn't sure where to put this section. It really should go after a person has read about each ship type, and what each function of the game's menu allows you to do. That's a lot of reading. I know I skipped ahead and went right to playing on a server. When I came up on the short end of a lot of nukes (losses), I came back and read each section.

But I still came up short in games due to simple mistakes or perceptions. The FAQ was not thorough enough. It's been a constant lament at sc-talk (an e-mail discussion group dedicated to the game) for nearly two years. See SC Talk.

I gave a hint of what you can expect to do in the first couple moves at Bird's Blitz Tips. But new players wanted more! So the following is a quick start, boot-patched, fire drill, of a method to get you started in the game. Once you have played a few games, I bet you will return to learn a little more about specific areas of the game.

  1. First Moves: You start with three ship types - science, colony and attacks. As you get stronger, you can select other ship types from the Tech Menu.

    For the early part of the game, these really are the only ships you will need. It's best to conserve your tech selections. I don't use anything until I absolutely am sure I will need it, around BR3. (You start at BR1. BR meaning Battle Rating. You can learn more at the Ship Menu.

    This may be a little advanced for some, but you have two choices throughout the game on building ships. You can build so that the ships are immediately at full strength, or you can (whisper) overbuild.

    By building with your ships at full strength, you build tech faster. That means you will get to the next strength level as fast as possible. You can check on the strength of your ships by noting after you have asked to build them if your tech level is 1.00000 or higher.

    By overbuilding, you can have a larger fleet than your opponent can build in one turn. Overbuilding is simply building more ships than you can support, leaving them under full strength (less than 1.000 when building, less the full BR as seen at the Ship Menu). But as the ships move, they will gain strength.

  2. Safe Start: A good, safe way to start a game is to build two science on the first update. They will leave your home world at full strength. On the second update, build an attack and a colony. They also will be a full strength. The attack, the best ship for any fighting due to its cost, will help protect the colony ship. On the third update, you can build another attack and colony if you want, with both ships again being full strength.
  3. Unsafe Start?: Or you could start by building a lot of science ships, say three or four, on the first update. On the second update, don't build anything as the ships go out and explore. This will allow the ships to get to full strength. I seldom overbuild so that tech (upper right of build menu) is less than .500.

    Now consider, if you meet a safe starting player. His lone science ship may meet two of your science ships. Guess who wins the battle? Right, you do. You stop his science ship and can continue exploring. Knowledge of your opponent's systems is vital. You can see your foe coming. He has limited sight of the field of battle.

  4. First encounter: It's a toss up what comes first, meeting another empire or colonizing. So let's talk about diplomacy.

    If you are playing a game where diplomacy is allowed (some games don't allow the use of truce, trade or alliances) you must make a decision when you meet another empire. (See Diplomacy Menu to learn more).

    You can offer truce. You can send a message to an empire saying you have posted truce. You can remain at war.

    In a blitz game, it's wise to try for an alliance with the first empire you meet. When you go through the diplomacy process and reach trade (second level), both empires will gain 10 percent each turn in technology (very valuable). Also, two close empires can better fend off other empires, possibly keeping them from meeting each other and getting the advantage of trade.

    If two empires go to alliance, it's considered by MOST players as unbreakable. However, not only are there empires that will break alliances at the end of the game, but there are times when it would appear prudent to break an alliance. You might want to check someone else's views at SC Etiquette

    Personally, I might break alliance to make a game even. For instance, in a three player game from the start, I might go off alliance so we can all fight individually. It's also OK to have everyone agree to an alliance, which is the diplomatic way to go (cuts down on the whining, too).

    I might also will break alliance if my ally leaves me in the lurch in a game for over 10 minutes or doesn't support me in fighting the other foes. A useless ally is someone who should be nuked.

  5. Colonizing: You won't gain in strength without colonizing. Your enemies will want to nuke (destroy) you colonies, so you need to defend your colonies.

    Here's a couple important things to consider:
    First, you can build on ANY system where you have population of 50 or more. I generally set one of my planets I colonize that's close to my home world, so I can defend it, to a population level of 52. (See Systems Menu.)

    This eventually will allow me to build colonies there (For each colony you build, your population will go down one for one update. So if you had set your pop at 50, you would have pop of 49 on the update. That's one short of being able to build there. Imagine if your foe landed on the system. You would be defenseless!

    Second, too many players fiddle with the population on their home world. Putting all your population on the home world means you will not gain in strength, nor be able to build on an outer planet. You want to build away from home, and closer to your foe to saves moving ships.

    Now, there is something called popping, or the pop trick. When you are safe from being attacked by your foes, you can set population levels on hour planets and home world to build quickly, a system with 50+ population. These systems are called "builder" planets.

    To learn more about pop tricking, see Dread's Advanced FAQ.

    Of note, popping is not an option at the CyberNex server, where you play version 2.9. You have to let systems build naturally to reach 50+ population.

  6. Using tech, defensively: I said earlier that I prefer to wait until I have BR3 ships before opting to take a tech. The reasoning is that I may have to defend myself early, and the best defense is a bevy of satellites and a minefield.

    Now minefields are tricky little devils, so be careful with them. When they go off, they cut in half the population on a system, including your home world. I generally spend my tech to build just satellites when defending. If a foe manages to get past them and lands on a system, I will again build satellites with a BR1 minefield.

    It appears that your satellites will fight first. If they win, fine. If they lose the battle, then the minefield will take out all ships EXCEPT a minesweeper. If a minesweeper is amongst the ships attacking your system, you probably are out of luck.

  7. Using tech, offensively: On the other hand, you might want to be more aggressive.

    I was nuked once by an empire that built only sciences at the start of a game, then waited until his tech was at BR2 (4.00 or higher on tech). You go by squares to each tech level, hence 2, 4, 9, 16 and 25 for BR1, BR2, BR3, BR4 and BR5. The player then built a fleet of a couple colonies, 3-4 attacks and two minesweeps. Now this is overbuilding.

    What had happened is that he was able to explore my home world while my single science ship had been destroyed at least turn from his home world. As he advanced towards me, he used the two colony ships to colonize systems, giving him a boost in tech. I had been playing it safe, building attacks to go with my colonies. I was behind in tech advancement and had not reached BR2 yet. His superior, full strength ships nuked me on update 9. Man, was I startled.

    This was a case of using a tech, a minesweeper, early instead of the more normal terraformer.

    Many players use terraformers early, leaving themselves one tech development until they reach BR3. So if a fleet arrives, they can build satellites or a minefield, but they can't build both. I build my terraformers when I reach BR3, keeping those valuable two techs available for defense.

  8. On attacking: I used to make a lot of the right moves when I first started but still couldn't get a nuke. I'd build, get a builder, move a big fleet through an empire's systems nuking away only to land on a home world and fail in getting a nuke.

    My problem was that as I set my ships to nuke an empire, I would build something on my home world. Wrong! When you attacking fleet takes a hit, don't build that turn. This allows your ships to regain strength. You can move them, just don't build anything.

  9. Final thoughts: Take serious these ideas I have presented. Many great players took months learning them. A few empires - Doome, W.A.R. come to mind - were gracious enough to hand down some of that knowledge. But for the most part, I've learned it the hard way.

    There's a lot more, including sneaky strategies that really foul up a game. But I will keep them for another night.

  10. Brief History: I have written A Brief History of SC.

    Add to that a little about early names in the game. For instance, BigB. Note that there is no space between the first and second part of the name, and the second part is capitalized.

    This was a little mentioned, or noticed aspect of the game. For some reason, the best players incorporated this way of writing their names. For instance, BugLady, BirdDog and FisOsten were early empires that used this naming method. Others chose to use initials, such as C.H.A.O.S., C.O.R.E. and W.A.R.

    Some players like to use the same empire always. I like to use several empires. I may use one to nuke anything that comes along. I recently took over an empire from someone with a lousy record. I feel like a wolf in sheep's clothes.

    When I name an empire, I like to use old movie names such as Never a Dull Moment or Private Popsicle. The more obscure the better. Lately I've been trying to pick names that completely fit in the naming window. This way there can be no way to duplicate my empire name. (See Bird's Cheats and Feats to learn more about various cheats of the game).

    In the old days, if you got 100 wins your empire was retired. I was there for Dr. Doome's 100th win at LibertyNet, now defunct. I also was there when I talked several empires to gang up on Doome. I've since learned this is not very sporting.

    I started a nuke diary a long, long time ago. Actually in April 1996. After a year or so, I found it was getting way too large. About that time several servers stopped carrying the game. So I started a nuke diary off my page, chronicling my nukes and expanding record.

    At first I included nukes from beginner games. I stopped that when I started to get reputation for beating up on the weak. I only include games that are open to all. I really like blitzes, though people manage to drag them out for hours are high on my intolerance list.

    I used to have a NOS (Nuke On Sight) list. I no longer do that, considering each game a new adventure. Let by bygones be by bygones. After all, it's only a game. No one gets hurt. You will live to fight another day.

    But some players don't ever leave the brain cells, if only because of their style of play. Those that come to mind include Centaur (recently), cull, dar, Fortress, Gaea (aka Klorox), seafood, Smoking Joe.

    Never trust an empire that will not go to alliance. Actually, never trust any empire until the game is over, completely.

    So with those swell words said, I bid you adieu, and happy nuking.

    BoP

The Login Menu

This opening menu tells you the current game version, recent rule changes, where the FAQ is available and how to join the game's talk group.

If this is your first time playing Stellar Crisis, just type an empire name under which you would like to play along with a pass word.

A new screen will appear where you will be asked to confirm your password. Optional is listing your name and e-mail address.

As of 2-13-97, there were 108 alien icons from which to choose. When you see an icon you would like to represent your empire, click on it. You will then be beamed to the Game List Menu.

All aliens are available from Ron Kinion's page. Ron created many of the aliens.

If you don't like your icon any more, you can edit your empire from the Game Menu.

At the Game Menu, you will find a game list, and menus that allow you to edit your empire, view stats of yourself or other players and a key to exit, which takes you back to the log-in menu.

Simply click on the game you desire to enter to begin play.

The Stat Viewer

The Stat Viewer allows you to view the statistics of other empires enrolled at the server. A new feature allows you to use partial names of empires to find all empires with similar names. Adding a blank or blanks to the end of a name will no longer keep that empire completely hidden from view.

You can chose to view the Top Ten Winners, Averages, Win/Nuke Ratios or an individual empire's statistics.

Top Ten Winners

    This list is generated using the equation:
    (Wins + .5* (Nukes-Nuked) ) - Ruins
Top Ten Averages
    This list simply shows the top ten winning percentages, by using the equation:
    Wins/(Wins+Been Nuked+Ruins)
Top Ten Win/Nuke Ratios
    This is a list of the top ten Nukers, per games played, by using the equation:
    Nukes/(Wins+Been Nuked+Ruins)

Note:

    In the Top Ten averages and Top Ten Win/Nuke ratio's, ties are broken using the Top Ten Winners equation as a secondary sorting method.

The Info Menu

This is where you end up after logging into a game of SC. You will find most of the important information for your empire. Some of the more important menu items, like tech maintenance, recently have been incorporated into other menus used in the game.

Here is what the screen basically looks like if you are the first to log into a game:

New Player's Name

Welcome Back, New Player's Name

Game Information
Update Count:30 Last Update:noneNext Update:waiting for players
You are ready for an update1 of 1 players are ready for an update
EmpireTotals
Minerals:160Fuel:160Agriculture:160
Population:160Target Population:160Tech Level:30.200
Economic Power:4MilitaryPower:0Tech Development:0.999
Ratios and Usage
Maintenance Ratio:1600.000Fuel Ratio:1600.000AgricultureRatio:0.999375
Total Build:0Total Maintenance:0Total Fuel Use:0


Help is available
You can go to the menus that you wish by clicking on the appropriate button.

End Turn tells the game that you are done with all of your actions for a turn. After update 3 in most games, if all players have hit end turn, an update is forced prior to the turn's time limit expiring. Some players feel those who don't hit end turn are beginners and make an extra effort to nuke them.

Quit is a new button that allows a player to leave a game if no one shows up to play. This alleviates an earlier problem in not being able to leave a game and having an empire go into ruins.

Note:
The first three updates of short term games take a full five or three minutes in order to allow other players to join. A game is closed after the third update.

If an empire is absent for three updates, it automatically is treated as if it had ended a turn.

Clicking on "Exit" returns you to the game list screen.

Update Count:
This tells you how many total times the current game has been updated.
Last Update:
This tells you how long ago the game was last updated.
Next Update:
This Tells you how long until the next update.
Minerals:
A count of the total amount of minerals your empire has available (helps determine your maintenance ratio and tech development). Each system produces minerals equal to the population of the system, or the minerals count, whichever is less.
Fuel:
A count of the total amount of fuel your empire has available. Like minerals, the production per system is the lesser of population and fuel count.
Agriculture:
A count of the total amount of food your empire has available (helps determine your population growth).
Population:
A count of the total population of your empire.
Target Population:
The total amount of population you have selected for your systems. (see Systems Menu)
Tech Level:
This is the level of scientific advancement your race has achieved. It is very important in terms of conflict resolution, as the battle rank at which you can build ships is equal to the square root of your tech level. It also determines the number of technological advances that are available to your empire.

Note:
The number of tech developments is determined by the square root of the tech level.

Economic Power:
This number represents how strong your empire is economically compared to the other empires. It is equal to the integer of [(Agriculture+Minerals+Fuel)/100].
Military Power:
This represents how powerful you military is in your empire. In Jaros' original FAQ, it was said to equal the integer of [(sum of the current BR of you ships)/100].
Eric Wang, writing at sc-talk Feb. 13, 97, said the code by David Hedbor for version had mil = int[SUM(int(BR^2)) / 50].
Tech Development:
This is the amount your tech level will go up this turn. It is possible to have a negative tech development, and when this occurs, your people begin to forget the technology they have learned, lowering your tech level.

Note:
Tech development is calculated as the percentage of resources (both fuel and minerals) left unconsumed that turn, multiplied by the tech_multiple value for that game. If my resource total is 300 for my empire, and I use 100 minerals and 50 fuel, that is 50% resource allocation, so my tech development for the turn will be 0.5 * tech_multiple. The tech_multiple can be obtained in the game list.

Maintenance Ratio:
This ratio indicates the level at which your ships are being repaired. If this falls below one, your ships begin to fall apart due to neglect. For this reason, you will want to make sure that you do not build more ships than you can maintain. This ratio is determined as (Total Empire Minerals) / (Total Maintenance + Build).
Fuel Use Ratio:
This is the ratio between available fuel, and fuel that you are consuming. If this goes below one, your ships do not fight as effectively, since they do not have the fuel to freely maneuver. This is calculated as: (Total Empire Fuel)/(Total Fuel Use).
Agriculture Ratio:
This is determined by total agriculture and total population, so that if your population exceeds your agriculture, your population starts dying off. If your agriculture ratio is above one, then your population will increase if you are below your maximum population.
Total Build:
The cost of ships built during the current turn in terms of minerals.
Total Maintenance:
The cost of maintaining all of your ships this turn, in terms of minerals.
Total Fuel Use:
The total use of fuel by your empire's ships this turn.

The Tech Menu

Next update in 17 hrs, 9 min, 12 sec


You have 1 developments waiting. Tech Level 2.000 (BR 1)
Developed:Undeveloped:
Attack
Science
Colony

This menu lists all of the ships you can build in a game.

The ones that you already have available to you are listed on the left, and the ones that are still undeveloped are on the right. You star the game with the ability to build Attack, Science and Colony ships. You can develop a new type of ship whenever your technological development reaches a perfect square (1,4,9,16,25...).

Note:
When you have a new technological development ready you can click on the one you wish to add and it immediately will be added.

Attack:
This ship may move around to any explored systems.
Science:
This ship has the ability to explore unknown jump points.
Colony:
This ship has the ability to colonize an uninhabited world. The starting population of this world will be the square of the current BR of the colonizer.
Stargate:
This ship is an orbiting relay station that can transport a group of ships to another system you own. You tell it what system you want to "send" your ships to, and next turn the stargate will transport all of your movable ships in the system where the stargate resides to the new system.

Note: Although severely costly, they allow for quick transport of our ships to another planetary location. They should only be used in large galaxies where speed is essential.

Cloaker:
This ship has the ability to cloak, to not be seen by the enemy.

One turn is required to build the ship and another turn to cloak the ship. When it is cloaked only you can see it on the map and system menus. It does not fight with any enemy ships until uncloaked.

If a cloaked ship is hovering over a system where a minefield goes off, the cloaked ship is destroyed along with all other ships in the system.

One good use of cloakers is to go behind enemy lines unnoticed, uncloak and nuke an unguarded system. Then cloak again before the ship can be destroyed and move on to a new system.

Note:
You have to uncloak before being able to attack other ships or to nuke a system.

Satellite:
This ship provides a cheap stationary defense for your systems. It's maintenance and build costs are less then any of the others (see the Build Menu" for details).

They often are built to protect against cloaks, which can be used by an empire that has discovered where your home world lies.

This often is the ship of choice by more experienced players to protect a planet when enemy ships are orbiting overhead.

Terraformer:
This ship terraforms or increased the agriculture of a system.

Note:
A terraformer adds (10*BR of your ship) agriculture to a system, but each system can only hold so much agriculture (equal to the largest number of the system's other two resources.)

For instance, if agriculture is 10 on a planet, and mineral and fuel are each at 20, a BR1 terraformer will move the planets agriculture level from 10 to 20, the maximum it can be for the system.

Troopship:
This ship transports a group of commandos equal to [10*(current BR)]. Once this ship invades a hostile system, the commandos will attack the colonists. If there are more commandos then colonists you capture the system, keeping half of the population.

Note:
An unsuccessful invasion kills (current BR of troopship * 2) colonists on the would-be invaded planet.

Doomsday:
This massive warship has the ability to destroy an entire system with one shot reducing all resources to 0.
Engineer:
This ship allows you to close off a jump point, or open a closed one.

The ship was not implemented in early games but was brought back by popular demand in recent games.
Some games demand that the engineer have a BR greater than 1. Other games call for the BR to be reduced by .5 whenever the ship is used.
Engineers required as much tech to create as a star gate, which is a lot.

Minefield:
This ship orbits a system, waiting for enemy ships to pass through. If a minefield is destroyed in combat, ALL ships in the system, friend or foe, are destroyed. Unfortunately half of the people in the system will be killed by the fallout.

Note:
Minefields are the only ships immune to DEST. (see How an Update Operates)

Minesweeper:
An attack ship which can nullify the effect of a minefield.

The Ships Menu

New Player's Name

Next update in 20 sec

Maintenance Ratio:1001.000Fuel Ratio: 1.000Tech Level: 1.00Tech Development: 1.500


NameBRMax BRLocOrdersType
5.0005.04,4Science
8.0008.04,4Cloaker
4.0004.04,4Colony

Name:
The name of that ship. This can be changed at any time or left blank.
BR:
The current battle rank of that ship. This can be lowered by combat or a maintenance ratio below 1.0. If a ship is damaged, it will be repaired according to your maintenance ratio.

Note:
If a ship is really damaged, you may find it to your advantage to dismantle the ship.

Max BR:
The battle rank of that ship. This determines how good at fighting that particular ship is. Combat resolution is based on the sum of the squares of ships in a system, so high ranking ships are more and more powerful.
Loc:
In which system the ship currently is located.
Orders:
Each ship will have a pull-down list containing all the actions it might possibly take.

The possible orders are:

Cancel building of a ship.
Do not build. The ship will be removed as soon as you go to another page.
Move:
This will appear as system names. If you choose a system, the ship will be there next turn. If there is another empire's ships in that system when you arrive, you might have to fight your way through them depending if you are at war or not with the other ship's empire.
Dismantle:
Dismantles that ship on the next update, relieving you of the burden of maintenance.
Nuke Planet:
If the system you are in is inhabited by somebody else, you may nuke them to prevent them from further utilizing that system's resources. You can not colonize a system that is already colonized.

Note:
When you nuke a system cut in half all of that system's resources.

Special:
Certain types of ships have special abilities (such as Troopships or Doomsday ships), which are listed in the Tech Menu.

The Fleets Menu


Form a New Fleet
Name:
Location:
Fleet NameStrengthMax StrOrdersLocation
0.000 0.0System 59,61 (59,61)

NameBRMBROrdersType


When you make a Fleet in a system all of the ships in that system can become part of the fleet. All you need to do is give them the order to join the fleet from the ship menu. You can form a fleet, have ships join a fleet and move a fleet all in the same turn.

Note:

    If you give a fleet a special order to do (i.e. cloak) all of the ships in the fleet without that ability will be dropped out of the fleet automatically.

The Build Menu

New Player's Name

Next update in 20 sec


Maintenance Ratio:1001.000Fuel Ratio:1.000Tech Development:1.500

TypeNumberNameBattlerankBuild ships at
Attack
Science
Colony


Ship Name:
The name of this ship. This can be changed at any time.
Number to Build
Pull down the menu to the number of ships you want to build.
Battle Rank:
How well your ships fight. Your highest possible battle rank is the square root of your tech level. The higher battle rank your ship possesses the more it costs to build and maintain.

Build Cost:
How much it costs to build the ship in minerals.
Build Cost = (Battle Rank + 4) ^ 2, + special
+25 for Colony, Science, Cloaker, Doomsday, Troopship, Terraformer, Minesweeper
+100 for Stargate, Engineer
+10 for Minefield
-10 for Satellite

Maintain:
The cost of maintaining the ship in minerals.
Maintenance = (Battle Rank * 2), + special
+4 for Colony, Science, Cloaker, Doomsday, Troopship, Terraformer, Minesweeper
+16 for Stargate, Engineer
+2 for Minefield
-2 for Satellite

Note:
A BR 1 satellite's maintenance defaults to two minerals.

Fuel Cost:
The amount of fuel that the ship uses per turn.
Fuel Cost = (Battle Rank * 4), + special
+8 for Colony, Science, Cloaker, Doomsday, Troopship, Terraformer, Minesweeper
+32 for Stargate, Engineer
0 for Minefield, Satellite (They don't consume fuel because they don't move)

Ship Type:
There are many types of ships available to you. Some of which have special abilities which cost extra to build and maintain. These special abilities can be seen at The Tech Menu.

Build Ships At:
The system you are going to build the ships at.

Note:
You may only build in a system if that system has a population of 50 or more.

You must hit confirm build to build the ship or ship (s) will not be built. Sometimes people set their options for a ship, go to another page without hitting confirm build, and their ship is not built. Be careful!

The Systems Menu

New Player's Name

Next update in 20 sec


NameLocMinFuelAgPopMax PopOwnerJumps
4,4100100100100Your Empire3,4
EmpireCloakerScienceColony
New Player's Empire111
3,467607660Your Empire4,4
Name:
The name of the system. Once an empire takes ownership of a system by colonizing it, they may name it whatever they wish from this menu.

Loc:
The (x,y) coordinates of the system. This remains constant, to avoid some of the confusion that would otherwise occur with constant renaming of systems.
Min:
The quantity of minerals that the system has to offer.

Note:
The system will actually produce only as much minerals as the population, or this number, whichever is less.

Fuel:
The quantity of fuel that the system has to offer.

Note:
Fuel is produced in the same way as minerals.

Ag:
The quantity of agriculture that the system has to offer.

Note:
Unlike minerals and fuel, if a system has even one point of population, the full agricultural value will be exploited for use by the empire.

Pop:
Simply put, the number of inhabitants in the system. This number determines the population's ability to exploit the natural resources of a system.
Max Pop:
The maximum number of people that you will allow to inhabit a system.
Owner:
The empire that owns the system is shown next to it.
Jump Points:
Systems to which this system connects. If an engineer has been used to close a jump, the closed jump will NOT be shown.

Note:
As new systems are discovered, new jump points may appear in an old system.

Ships:
Just under the system information, the types of ships present are listed along with the Empire who owns them.

Note:
When the systems of a new player are generated in the game, their total resources for each type (fuel, agriculture, and minerals) equals: 100 + 30*(Number of Systems/Player - 1)
In long-term games, starting resources equal 370, and 250 for Blitz games.

The Map Menu

New Player's Name

Next update in 20 sec


Click on a system for an up close view.

100100
100100
(2)(1)
Your Homeworld
4216
51
(0)(1)
Your Planet
4159
500
(0)(0)
System 8,9
715
350
(0)(0)
System 9,9
7430
140
(0)(0)
System 10,9
932
200
(0)(0)
System 8,8
728
560
(0)(0)
System 9,8
100100
100100
(0)(0)
Enemy's Homeworld

Here is a basic key to a systems information:

MineralsOwnerFuel
AgriculturePopulation
(Your Ships)(Other's Ships)
System Name

The map allows you to determine quickly the best way to go to a system and is a good way to keep your eyes open for new jump points. It also is the fastest way to receive information on a specific system.

The Diplomacy Menu

New Player's Name: Game You're In

Next update in 20 sec


EmpireAlienEconomicMilitaryThey OfferYou OfferStatusAccess
Your Empire62N/AN/AN/A0 sec ago
WinsNukesNukedRuinedMax EconMax MilReady
111082No
EmpireAlienEconomicMilitaryThey OfferYou OfferStatusAccess
Other Empire51AllianceAlliance1 sec ago
WinsNukesNukedRuinedMax EconMax MilReady
44361201317No
Send message to:


Besides sending messages and changing diplomacy levels, the menu can be used to see both your and an opposing empire's relative power via tech level, to see if the any of the other players are still playing, and when they last made a move.

The top of the menu shows how your are doing followed by how other empires you have met, and how they are doing.

Empire:
Simply the name of the empire.

Note:
Empires that haven't been met don't in this grid.

Alien:
A picture of what an empire's sentient beings look like.
Economic:
A number that shows the amount of resources available to them. It is determined in the same way as the tech level is determined for your empire. Your empire's tech level is available at the Info Menu.
Military:
A number that shows how much of an armada they have built up over the course of the game. Your empire's military level is available at the Info Menu.

They Offer:
This is what they offer you. Either (War, Truce, Trade, or Alliance)
You Offer:
This is what you offer them.

Note:
They Offer and You Offer only change on an update.

Status:
This shows what your relationship is with this empire.

Note:
There are four different states of war:
StatusWhat this means
WarAll out war! You can nuke their systems, invade their home world, fight their ships. And your enemy is looking to do the same.
TruceTemporary peace. Neither of you can take aggressive action against the other until at least the next turn.
TradeBoth empires are on good terms. For an empire to downgrade from this status to war will take at least two updates. Empires who trade with one another increase their resources. Your usable resources will be equal to your actual resources*[1.0+0.1*(Number of empires trading with you)] or a 10 percent increase for each empire with which you are trading.
AllianceYour empires are working together against a common foe. It is possible for you to have a co-operative or shared win. You also receive the benefits of trade.

Access:
Shows the last time an empire has accessed a menu.
Ready:
Shows if that empire is ready for an update.
You can see the empires overall stats.

Note:
After an empire has been stagnant for 12 updates, they fall into ruin and their home world is destroyed.
The message area below allows you to choose whom you want to send a message to. When the message is sent, the diplomacy screen returns and says to whom your message was sent.

How A Basic Update Operates

Statistics used in this section were taken from the original FAQ. Many people modifying the SC code have found this section confusing. Should someone figure out a better presentation, that maintains the correct values, I would be eager to replace this part of the FAQ.
  1. Fleets carry out their Movement and Dismantle orders (in order of ship number). The game checks for first contact with another empire after each movement takes place.

    Note::
    This means it is possible to have contact with an empire just before the ship it had contact with is dismantled.

  2. New Ships are built at the desired Battle Rank.
  3. All ships current BR is determined by multiplying the maintenance ratio by their previous BR: Current BR = Maintenance Ratio * Initial BR .

    Note:
    A ship's current BR can never be greater then the BR at which it was first built.

  4. Combat takes place between warring ships in the same system. Combat is resolved in the following manner:

    Preliminary calculations:

    Each empire determines their Battle Points.

    BP = (sum of the squares of the current BR's of you ships) * (fuel use ratio (if less then one))

    A list of all of the empires you are at war with is then made, call it enemy_list.

    All of the BP's from those empires on the enemy_list are totaled together, call it enemy_BP_tot.

    For each empire in the enemy_list, determine the percentage of enemy_BP_tot that their BP represents, and assign a similar percentage of your BP (call this %_DMG) to their ships' total damage sustained (TOT_DMG).

    After this is done for every empire, everyone will have a TOT_DMG.

    Combat resolution:


    The TOT_DMG is then cut in half. One half of which, is the destruction value for that empire (DEST). The other half of TOT_DMG is the secondary damage value (2DV).

    The DEST is then checked against the square of a ship's current BR. If DEST is higher then this then the ship is destroyed. (subtracting the BP of that ship from DEST) This is continued until either the DEST is two small to destroy any more ships, or there are no more ships.

    The remaining DEST is then added back onto the 2DV. This is then used to check every ship once again to see if it is destroyed from secondary fire. This can result in destruction of all your remaining ships, of course.

    the current_BP for your ship is then determined.

    Then your opponent's 2DV is divided by your current_BP to determine the amount of damage sustained by your ships.

    Damage Ratio= Opponents 2DV/ Your current_BP

    Empires with Damage Ratios above one, have their entire fleet destroyed.

    The current BR for the surviving ships is determined by:

    Current BR = (1-damage ratio) * Initial BR

    Example:
    I have 3 br 3 ships, you have 3 br 3 ships, your ally has 1 br 3 ships. We all have fuel use ratios, greater then 1.

    Preliminary Calculations:

    For me:
    My BP=27. My enemy_list consists of you and your ally. My enemy_BP_TOT=36. The %_DMG I do to you is 20.25. The %_DMG I do to your ally is 6.75.
    For you:
    Your BP=27. Your enemy_list is just me. Your enemy_BP_TOT is 27. The %_DMG you do to me is 27.
    For your ally:
    Their BP=9. Their enemy_list is me. Their enemy_BP_TOT is 27. The %_DMG they do to me is 9.

    Combat Resolution:

    For me:
    My TOT_DMG=(27+9)=36. DEST is 18, which will destroy two br 3 ships straight off. No DEST remains. 2DV is 18. My current_BP=9. My Damage Ratio=18/9 is greater than 1, so my remaining ship is also destroyed.

    For you:
    Your TOT_DMG=20.25. DEST is 10.125, which destroys one of your ships straight off. 2DV is 10.25, plus the remaining DEST of 1.125=11.375. Your current_BP=18. Your Damage Ratio=11.375/18=.63. So your remaining ships' current BRs=(1-.63)*3=1.11 each.

    For your ally:
    Their TOT_DMG is 6.75. DEST is 3.375, insufficient to destroy any ships. 2DV is 3.375, plus remaining dest of 3.375=6.75. Their current_BP=9. Their Damage Ratio=6.75/9=.75. So their ship's current BR=(1-.75)*3=0.75.

  5. Other commands such as Nuking and Colonizing are carried out by the surviving ships.

    Note::
    This occurs in the order the ships were built.
  6. Be sure to keep an eye on your updates for a change in diplomacy. More than one empire has changed from truce, trade or even alliance to a lower level that leads to war.

    As in a real war, nothing is sacred. Many players, once at alliance, will not break peace buy you should always be aware that such a change could occur. You can ask, via the diplomacy menu, if a player is the type who goes off alliance. Of course, deceit is another trait that appears during war times.

Quick Start (for those who just want to start playing)

OK, here is a very simple way to start playing SC:

  1. First, go to a server. For version 2.8, which is the most popular and easiest to play, got to either Regensburg or VividNet.

    You also can play v2.9 at CyberNex or MKII. Both have different FAQs, which should be read first. MKII differs greatly from the original SC game.

  2. Once you are there type in a name for your empire and a password for it. (try to make it easy to remember but don't keep it the same as your account's password -- your zip code could work nicely)
  3. Then Click on the "Login" button.
  4. After doing so you will have to confirm your password. I recommend including your name and e-mail address.
  5. After doing this, you will have to choose what you want your race to look like (just take an alien that you wouldn't mind seeing over and over again).
  6. Then choose what game you would like to join. Beginners are given fewer game choices. Games listed for beginners are not open to more experienced players.
  7. As soon as you get to the Info menu, click on "Build."
  8. Once there, build two of the Science ships, and name them. Click on "Confirm Build." Note where you they were built, as this is your home world coordinates.
  9. Click on "Map" to see what links lead away from your home world. Should more players join before the next update, you can check the map menu again and see if any of them are connected to your home world.
  10. Click on the "End Turn."
  11. When the next update occurs - updates now occur with a JAVA applet - return to the Ships Menu to move your science ships to explore the unknown links to your home world. You have to explore a system before any other ships can move there.
  12. Now you must decide whether to build a colonizing ship, to build population and resources, or to build an attack ship, so you can withstand attacks or attack anyone you meet.
  13. Go to the Systems Menu to see if you have explored any good systems.
  14. If so, send the colonizer towards that system.
  15. Continue to build and colonize in this fashion.
  16. Once you have contact with an empire, it is a good idea to try out the diplomacy screen. :) Go to diplomacy and change the "you offer" option to truce, and send them a message saying that "[your empire name] would like to offer a truce to the [their empire name]."

    Hopefully they will accept your offer. But if they still offer you war just build the largest BR ship that you can build, while keeping your maintenance ratio above one. If at all possible, build them as close to the front line as possible.

  17. After making two or three of these ships start moving them towards the system where contact was established.
  18. You may wish to choose a tech development that you think would help you conquer your enemy.
  19. If you continue to play SC in this way, you probably won't win. You will, however, learn more about the game so that you can form your own strategies. The most important thing for most players - there's always exceptions - is that keeping the maintenance and fuel use ratios above one will help you win battles.

The Truth Seeker's Strategy Guide

The following is a top secret communiquŽ that was intercepted from the home world of the Truth Seeker empire. It talks about the goals of the Truth Seeker empire and how it plans to go about expansion:

[Start of transmission]

To: Governor Lightheart, Planet of Justice
From: The Truth Seeker
Regarding: The expansion of the empire and the way to enlightenment.

Ba-Weep-Granna-Weep-Ninni-Bomb! Governor Lightheart,

It has come to my attention, that the only way to discover what the three truths of the galaxy are, is to expand our empire throughout the galaxy in an effort to find other sentient life forms. By doing this, we may finally learn what we have always desired to know. The following is the basic strategy for the expansion of our empire and the enlightenment of our people:

The first thing that must be done is to broadcast the universal greeting out to the cold darkness that is outer space. After doing this, please send out our intentions for peace. The production of explorers, equaling the amount of systems that lie just off of our home-world, must begin immediately. These ships should be built as powerful as they can be, for we do not know what type's of deceitful beings are hiding in the vastness of the galactic void.

After these ships, are built send them out in different directions so that we may learn about the unknown as quickly as possible. When these explorers leave dry dock, start construction of the Shuttles that shall carry our brave colony-bots to the new worlds that we shall find. (The number of shuttles to be initially built should be equivalent to the number of explorers in our possession)

At this point all you have to do is command your ships to explore the unknown parts of the galaxy, making sure to only build one shuttle per turn. This should allow our explorers to repair the damage done to them due to the neglect of maintenance early on in their construction. However, Governor Lightheart ALWAYS remember to keep our maintenance and fuel ratios above one for we want our ships to operate at full power whenever possible.

As our technology increases you should be able to build the following ships, which our science-bots have designed for the benefit of defense (the plans for the ships shall be sent to you in a latter transmission):

Ship TypeWhat usefulness they hold for our Empire?
AttackThey are simply the cheapest mobile defense that we can build. There may be better choices of defense early on but these should be useful early on in our defense
ScienceThey are the only ships in our possession that may explore the unknown. So we should have these exploring the galaxy until it is completely charted.
ColonyThey are the ship that can be used to place your colonists on newly found systems.
StargateAlthough severely costly, they allow for quick transport of our ships to another planetary location. They should only be used in large galaxies were speed is essential.
CloakerCloakers are the perfect strike force they can travel through an enemy fleet without being noticed, uncloak behind them, nuke a system and then cloak again before they can be destroyed.
SatelliteThey are the perfect defensive weapon for your home world. This should be the only ship you should consider building when an enemy fleet is orbiting one of your ship yard systems.
TerraformerThis ship is essential to maximizing our empires resources. They should be built early and often.
TroopshipSimply the best way to assault an enemy system. Not only do you take the resources away from them but you add them to your own. Besides it cuts down on the uncontrolled violence that used to consume the other empires
DoomsdayWhen push comes to shove nothing gets the point across faster.
EngineerThis ship can be used occasionally to stall a conflict until the enemy's attain there next tech development. They also prevent Cloakers from attacking your systems. Stargates, are needed to use them properly however.
MinefeildMinefields are a quick way to do away with an entire enemy fleet. Unfortunately they take out half of your population as well so use with caution
MinesweeperThis ship is simply minefield insurance. If you have a large fleet moving through enemy systems, you may want to include one in your fleet.

It is the colonization effort that concerns me the most. It is important to be picky when it comes to choosing systems to colonize in the early going, for as the resources go, so does the empire. The following is a list of the type of systems I would like to see colonized early on in the game:

Any Planet that has more agriculture then Max. Population. Our bots love nourishment so it is best to over-stock on it early.

And any Planet that has a Max Population of more then 50. It takes at least 50 worker-bots to construct a ship.

As the game progresses it is often a good idea to colonize everything in sight, because every little bit helps. Besides, you can always use terraformers to help increase the value of any system.

If at all possible try to attain trade with the others as it will help you expand your empire. No matter what, you do not declare war on someone unless they have provoked you (our bots seem to be very vengeful) or if it is for the greater good of the empire. Situations like the latter are when you need the extra systems to colonize.

No matter who starts a war, there is a certain honor system that must be followed. Always declare war at least one turn in advance of nuking their home-world. Only nuke systems that have massive amounts of agriculture or if the enemy can build on it. And if it is necessary to prevent an empire from having a system, try to take over it first. There is no need to kill thousands of misguided workers, besides non-nuked systems keep their parks intact which keeps the families of the workers happy.

As soon as war is declared produce as many powerful warships as possible (remembering to keep the MR above 1.00). These ships should have the science ability so that they may continue through the unknown until they locate the home-world of the infidels. If by some chance a empire manages to break through our perimeter defenses and starts marching towards our home-world, continue to build the largest ships possible, but the science ability will not be necessary as they are only going to guard our beloved systems. When trying to save our systems with dry docks, from a nuke it is best to just build satellites. But if the odds look real bad one well placed minefield can end it all.

Hopefully, by following this plan we shall be able to discover the three truths of the galaxy. May you attain enlightenment my friend!

                                         Peace,
                                              The Truth Seeker

[End of transmission]

I hope the preceding transmission was of some help to you all, as I realize it will probably make my life harder! :)

The Dark Stalkers Guide to the New Galaxy.

Marc "Max Sterling" Jeray provided the following Strategy Guide:

The Dark Stalkers Guide to the New Galaxy

The universe has changed a bit since we last spoke, young one. You have learned the value of exploring the galaxy and colonizing systems for our people. You have seen what treachery lies in the galaxy. You have defeated many an enemy but have seen a few rise above you only to conquer you. But now the galaxy has changed. It is up to you to adapt and learn what to do. But fear not, we will still help you to start out. What you finally do is your own choice.

First off, you should always start out by building explorers to discover what lies in the new galaxy you situate yourself in. Build at least 2 explorers, more if there are more jump points. Send out the universal greeting (Ba-Weep-Grana-Weep-Ninni-Bomb!), this will alert others to our presence and will allow us to view the other cultures in the galaxy. Unlike in the past, you will be sending your empire name along with the broadcast message, so be careful. It is always difficult to deal with the unknown for a lot of cultures. After building your explorers, build 2 colonizers to help you colonize systems and help our people expand. Continue colonizing and exploring the galaxy, building what you need but also keeping your maintenance ratio near 1. If it falls below, then our ships will not be properly maintained and will not perform up to our high standards. We still have the 3 basic ship types for you to start with:

Ship TypeClassAbility
AttackAvengerThis is your standard attack vessel. It is very cheap and easy to maintain, but cannot explore new systems nor colonize systems.
ScienceExecsorThese are you exploration vessels. It is good to have some of them have some fighting ability but normally it isn't really needed to fight.
ColonyHorderThese are your colonization vessels. They normally never fight but rather colonize systems, thus bringing life instead of death to the galaxy.

We have many new scientific advances for you to take with you, young one. We will send you off with one and then give you another one when we feel you are powerful enough to handle it. We would not like our technology falling into the hands of any "war-like bastards."

Ship TypeClassAbility
CloakerStalkerThis ship has the ability to hide from enemy scanners and roam the galaxy with out having to attack enemy vessels as long as it is protected by it's cloaking device. However it cannot attack or do any harm when it is cloaked.
DoomsdayWraithThis is perhaps the single most destructive device ever to be created by us. It has the power to single-handedly destroy everything in a system. Use this power wisely, young one, for it is a great responsibility to have.
Engineer--These ships have the ability to close and even re-open jump points! This can be used to protect entire sectors if used correctly.
Minefield--Minefields are powerful devices capable of destroying entire fleets. However, once a minefield detonates, it destroys half the population on your system as well as the ships in orbit.
Minesweeper--These ships can defuse mines before they blow up and destroy your fleets. Highly useful with those large invasion fleets
SatelliteDefenderVery inexpensive, and very good defense. These ships, however, cannot move and this gives them no attack power.
Stargate--Mass transit in the galaxy, what else could you ask for?
TerraformerTerraThis ship can greatly increase the agriculture in a system. More agriculture equals more people. We approve massive use of these ships.
TroopshipInvaderThis ship can make planetary landings and disperse our troops to take over an enemy system. Much more useful than nuking, but much harder to do.

Now, young one, do you feel you are ready to take on these new galaxies? Remember, peace is always the best way to go. Here are some final tips before you leave us:

  1. Explore as much as possible.
  2. Ask alien nations where you can go once you have contact with them.
  3. Colonize, colonize, colonize, and terraform to help support your people.
  4. Optimize your people in your systems to help get the most out of your systems.
  5. Always respect the universal greeting.
  6. Never give up the fight. If an enemy seems to be invincible, there is always something that you can use against him.
  7. Communicate with other races often. Have fun with the other aliens. Most of them have very playful nations. Sometimes you can make a friend in this great universe.
  8. Give your ships individual names. It will help you keep track of each ships power.
  9. Use trade with other aliens to help build your empire.
  10. Only go to war with empires that go to war with you first or violate one of your treaties.
  11. And of course, beware the Spam, especially when it is cloaked!
Now, if you feel you are ready, challenge the other aliens and colonize them for the Dark Stalkers!

It started out as a dream,
and it will probably remain that way!


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